Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Fort Joy's Arena will be overhauled in terms of the fight. New audience and new npcs/guards around in this cave. More new npcs around. 45% done
Finished
The ghetto will be getting a massive overhaul with a lot more room and space to use.
85% done
Finished
Lots of minor fixes and adjustments around the castle, a few minor nerfs to a few trader inventories and skills. infinite%
Finished for now
Fixed dialogue with the two custom dialogue npcs, new one is a food vendor in the Arena.
75% done
Finished
Lots of new and moved decor strewn around and lighting placed every now and then.
50% done
Finished
Overhauled the Magister's harbor fight environment by Paladin Cork.
25% done
Unfinished for hotfix release
Griff the gang leader's headquarters will finally be overhauled in terms of environment and npcs.
5-7% done.
Finished
Magister's dungeon to be overhauled in various ways?
30ish% done
Finished
The undead tomb within the Magister's dungeon?
0% done
Finished
Magister's Dungeon being overhauled.
75% done
Unfinished for hotfix release
Slug Cave that's part of the Magisters dungeon to be overhauled.
10% done
Unfinished for hotfix release
Completed, update is live!
Re-developed Seekers camp with new NPC's, new locations, new services with all vanilla NPC's enhanced. 85% done
Slane's area redone to be more intensive and fit his style. Terrain will be redone to improve the scene and boss fight.
100% done
Finished
Finishing the slug cave and the magister/ traitor scene fight.
85% done
Finished
Re-designing the voidwoken fight with the big skeleton team.
65% done
The voidling ambush past the talking heads will be overhauled to be a better fighting zone, more cover, new structures and a few new enemies.
100% finished
Windego past the Magister's harbor fight will have new terrain, a new camp with new backup so her fight isn't so stupidly easy.
25% done
The lighthouse zone past Windego will be massively overhauled with brand new terrain.
5% done
The dungeon with the three necromancers will be massively overhauled. Vanilla was underwhelming and the difficulty pretty much didn't exist.
35% done
Slane's quest involving the cave for Radeka will be overhauled with many parts redone.
35% done
The illusionist cave for the soul jar quests will be massively overhauled and re-designed. Many things will be changed and so will the piss poor treasure that's given at the end.
15% done
Lots of new decor moved, quest triggers moved, AI grid fixing, bug testing, bug fixing, combat tests, difficulty balance and more.
60% done
This will be an insane amount of work to do so the next update after this will deal with the last untouched parts for Fort Joy. After that update, Fort Joy will be finished and Reaper's Coast will be next.
To better future proof for players, I have overhauled two characters in Reapers Coast.
Gwydian Rince and Trader Haran have both been overhauled, via skill lists, trader inventory, weapons, class, visuals and level. These two are pretty useful NPC's so I wanted to make sure they hold their own until I'm finished with Fort Joy.
For now, I'll be out of town for a few days, maybe a week. So from the 10th, progress will be nonexistent until I get back. Well, that's partially false as I'll use that time to better plan things out.
Last thing, this update will be released once I'm finished with the Seekers camp. The update contains a huge fix and improvement for the 4 armorsets giftbag. Thanks to some black magic and a few slaughtered lambs, this giftbag is now a part of my mod and therefore a hard requirement to have. But, this allows yall to play with the overhauled giftbag content and not have any grid path problems that the giftbag caused. I'll see what I can do for the Sourcerous Sundries giftbag so that it stays compatible.
New fixes for a few incorrect factions some magisters had in the tutorial hold.
Gave the blacksmith new dialogue and trading inventory. Kept it very basic since it is the tutorial and he can't be looted so you can't take all of his trader loot.
Further improvement on Alexanders Harbour fight scene, new AI, new and more structures, decor
45% done
Further improvement of Braccus Maze and Tomb, new AI, decor, pathways and loot.
25% done
Further improvement of the Captains armor set chest zone, new AI, new decor and more structures to get around.
75% done
Further improvement of the illusionist cave, new ai, decor, pathways, loot, structures, etc.
20% done
Light house past Windego to be overhauled with new ai, loot and decor.
0% done
Finishing the voidwoken Merman/ skeleton fight with new AI, loot, decor, structures and more.
25% done
Radeka's quest cave to be fully overhauled via new AI, loot, decor, structures and more.
10% done
When I fully finish this update, I'll be working on fine tuning the level, polishing areas and adding additional decor if needed among other things
Will be adding some new mod requirements onto this mod soon to better increase the immersion and combat gameplay. No worries as I'm not pulling the trigger yet but I'll make an announcement before I do.
I’ll have this update out in an hour which contains the fixed AI grids for the mod so the player won’t run into any broken or buggy pathing.
Unfortunately, somehow I have a multi dimensional traveler named Madek who believes himself to be a squad member at the start of the game. This update will fix his high level, stats, high skill list so he’s not OP.
From one of the users helping me understand this Madek issue, he seems to spawn when you use any unnatural path of getting to the beach start like quick start mods. By playing the starting tutorial naturally as the devs intended, he shouldn’t spawn and be a problem.
This update WILL require a new save game.
putting that on hold. So I’ll be combing through all of the current changes and fixing this problem.
There’s still a good amount of work left to do in the Fort Joy Ghetto like overhauling the leftover NPC’s, their tents and adding more detail around.
EDIT: I'm quite sure I found the problem causing the grid issues, only issue is to fix it properly. Will be working on this and talking to some vet modders about it
Only problem fixing this is, I had to redo the entire Fort Joy area with any finished progress. Oh well, I know now what I can and can't do and edit for this certain area.
Fort Joy has some major issues with being modded unlike the rest of the other levels of the game. Doesn't mean it can't be done, I just have to be even more careful.